Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'currents remaining great to have ride'.
Other Suggestions:
current remaining great to have race
currently remaining great to have race
currents remaining great to have race
current remaining great to have rule
currents reminding great to have rites
Spells
Player’s Handbook
wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Monsters
Guildmasters’ Guide to Ravnica
guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild — particularly the neighborhood of Nightveil, from which
, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.
Undead Nature. A Nightveil
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.
Monsters
Guildmasters’ Guide to Ravnica
memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called
leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.
Undead Nature. A Nightveil specter
Magic Items
Curse of Strahd
one.
Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia
;s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left
vargouille along for the ride, attached like a tick. The precautions a mortal takes to control a summoned demon rarely account for a stowaway, enabling the vargouille to escape into the world.
Vargouilles
Monsters
Princes of the Apocalypse
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes
. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to subverting all of civilization.
Baphomet wields a great glaive called Heartcleaver. He sometimes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
civilization.
Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
Backgrounds
Sword Coast Adventurer's Guide
, and Dove Falconhand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once
. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they’ve begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and
Backgrounds
Guildmasters’ Guide to Ravnica
needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM
convinced that everyone I know is plotting against me.
3
I’ll brave any risk if the monetary reward is great enough.
4
I am convinced that I am far more important than anyone else is
Monsters
Fizban's Treasury of Dragons
features:
Lava Tubes. When the volcano is quiet, the dragon uses the lava tubes to come and go from the lair.
Great Hall. The emerald dragon resides in a grand rectangular hall near the center of the
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
had subsided, the dragon moved in.
The lair has the following features:
Lava Tubes. When the volcano is quiet, the dragon uses the lava tubes to come and go from the lair.
Great Hall. The emerald
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.
Their only remaining settlement
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
Wish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This
to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
great unknown.
NISHREK AND THE ETERNAL WAR
Orcs believe that if they die with honor, their spirits go to the plane of Acheron, the Infinite Battlefield — specifically the layer of Nishrek
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Great Weapon Master With the Great Weapon Master feat, do you have to take the bonus action immediately, or could you move and then use it on the same turn? You take the bonus action on your turn
, anytime after you hit with the attack that grants the bonus action. So yes, you can move before taking the bonus action (if you have movement remaining).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
whichever level the creature specifies. They also heed commands issued from above. They obey only commands having to do with raising and lowering the elevator. The elevator isn’t a smooth ride. The platform
rises or lowers 5 feet per round, and its movements are jerky. If even one clay golem is destroyed, the remaining golems can no longer operate the elevator and remain motionless until attacked. The crates in this room are all empty.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Amphail Amphail lies on the Long Road, about three days’ ride north of Waterdeep. The town is named after Amphail the Just, one of Waterdeep’s early warlords, who is said to haunt the surrounding
trees are everywhere. In one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing horse is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
bushy eyebrows, wears a pointy hat, and holds a large clockwork contraption shaped like a giant eye.
This ride costs 1 ticket punch. The mine is the brainchild of an eccentric dwarf named Zephixo—the
to write down their character’s name alongside the name of a creature the character fears. Collect their notes and refer to them during the ride. Characters who don’t gaze into the All-Seeing Eye can
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
straight to the palace’s front gate (area P1). Characters who ride on the backs of giant cranes from Motherhorn are deposited in the garden (area P2). No matter how the characters arrive at the palace
, describe it as follows: A twilit palace emerges dreamlike from the clouds. A great marble tower ringed by delicate spires casts its shadow over the rooftops below. Another tower teeters nearby, torn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Eastern Flanaess Once a powerful force for order and good, the Great Kingdom of Aerdy has declined over the last century to a state of utter decadence. The reigning overking—Ivid V, patriarch of the
for these costly wars, the overking has imposed heavy taxes on his subjects, further diminishing his popularity. Aerdiaak, Ahlissa, Medegia, and Rel Astra are provinces and fiefs of the Great Kingdom
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
they visit the inner bailey.
Disrupting the Charge Shannik wants to train two green recruits for the cavalry. He has them ride around the bailey for 10 minutes, spearing the hanging rings with
horse or its rider.
Luca Bancone A Cavalry Lance Laden
with Training Rings
Catapult Installation Shannik wants to install a catapult atop the Great Tower to defend against invaders. To do
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
missing patch of shell. However, rather than humbling the great dragon turtle, these injuries have made him more irascible. Those who meet the dragon turtle are advised to pay whatever price he asks, and to treat him with the deference he believes he deserves.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Avernus. Zariel led her army out of Elturel amid a throng of cheering well-wishers and proud citizens in 1354 DR. In an epic charge known as the Ride, Zariel’s army entered Avernus and took the fight
to the archdevil Bel and his infernal legions. Many of Zariel’s warriors fought bravely, but for others, the horrors of the Nine Hells proved too great. They fled back through the portal, sealing it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, see area 15 in chapter 10 for modifications to her statistics. The storm giants ride whales to the Whalebones. At the islands, they mount rocs and fly the remaining distance to Anauroch. Once they
are within half a mile of Iymrith’s lair, the storm giants dismount and approach on foot, leaving the rocs to perch atop rocky outcroppings and wait for their return. Characters can ride with the giants
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Hell of a Ride Kent Davis The erinyes roam the blasted landscape in a vehicle called the Venatrix The characters can descend the cliff without trouble. Once they do, they catch the attention of a
issue from its furnace. The vehicle slows to a halt, and a winged silhouette jumps out and waves at you.
The infernal war machine Venatrix has room for four Medium or smaller creatures to ride inside
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ride on the lake. All four are dressed in soiled garb typical of members of the Soggy Court. In croaking Sylvan, they say, “Welcome to Downfall, travelers.” If the characters don’t attack immediately
rigging makes such a climb possible.
The vehicle has no form of propulsion, instead relying on the pilot’s ability to navigate air currents.
As long as the balloon or basket has at least 1 hit
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
combat begins, any crucified souls remaining on the trees wail in terror as Haruman, a narzugon, swoops down from the sky on his nightmare steed to punish the interlopers. He begins the encounter 300 feet
fails this saving throw can repeat it at the end of each of their turns, ending the effect on them on a success. Treasure Haruman uses infernal tack to ride his nightmare. Development If the hellwasp
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Pegasus
“Behold, the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don’t you think
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Dwarfholds of the North The various dwarven communities of the North are the heirs and survivors of Delzoun, the great Northkingdom of long ago. Despite continually warring over the centuries with
as Luruar), an alliance of cities that provided mutual protection across the North. Disagreements and failed obligations during a war with the orc kingdom of Many-Arrows destroyed the remaining trust
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
reveal the lost Axebreaker treasure (he won’t allow the characters to be present for the vault opening). While much of the clan’s stolen wealth has been spent, there’s still a great fortune remaining
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the port in the south. The City of the Dead lies opposite the northern ridge of Mount Waterdeep, which descends down to the Field of Triumph, the city’s great coliseum. One of Waterdeep’s titanic
to Undermountain in their midst. “And only when they’ve incurred the wrath of said persons themselves.”
Traffic Wardens During particularly heavy traffic and at congested areas such as the great
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
belies a murderous heart. Though he has great respect for Lady Yalah Gralhund, he is less fond of her moody husband, and wouldn’t be sad to see Orond knocked down a peg or two. Hrabbaz
Medium
outright, he drops to 1 hit point instead.
Actions
Multiattack. Hrabbaz makes three attacks with his morningstar.
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, plus 3 (1d6) piercing damage if Hrabbaz has more than half his hit points remaining.